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Q&A: Real-Time Ray Tracing in a Cinematic Scene

Nvidia

Back then, cinematic-quality rendering required computer farms to slowly bake every frame. Back then, cinematic-quality rendering required computer farms to slowly bake every frame overnight—a painstaking process. What artists or studios have influenced you? Check them out below: Video.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

By embracing and encouraging gamers’ motivation to collect and to cultivate, the card battling genre has become a proven formula for mobile companies and studios to maximize their revenue. For a 2D game, animated cinematics can significantly help with storytelling in the main campaign. victory, failure, captured by players, etc).

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Pushing Unity to the Limit: How to Optimize Performance for AAA-Quality Gameplay 

iXie gaming

Game studios today face a growing challenge: delivering visually compelling, platform-agnostic gameplay without sacrificing responsiveness or stretching production timelines. The most successful studios treat that window as non-negotiable. Reduce variants, embrace GPU instancing, and bake lighting when possible.

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VFX Breakdown Process From Concept to Final Render

Filmustage

Dive into detailed VFX breakdowns and explore how your favorite cinematic moments come to life. Studios keep their color management as perfectly matched as synchronized swimmers. The best studios craft their breakdowns like master storytellers, leading viewers on a journey from rough sketches to jaw-dropping final shots.

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A day in the life of a narrative designer

Game Global

We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. Let’s look at what it means in practice, though keep in mind that it will vary wildly depending on the game genre, project structure, studio, and even country.

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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

The game was developed by Raven, one of the historical CoD mainline studios, and Activision Shanghai, a local team assembled for the project. Ni-Zhan was the local competitor to Crossfire and the first FPS developed by a then unknown internal Studio called TiMi. Nobody believed mobile shooters could be big in the west.

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